"A blind ascetic who has come to "Evaluate" the Spire. Master of the divine Stances."
The Watcher is one of four playable characters in Slay the Spire. She is a monk that utilizes the effects of her different stances to her advantage, boasts an arsenal oriented around deck control via scrying and/or retaining, and possesses the unique strategy of cards generation. She starts with 72 HP.
as well, since the two cards will be reduced as soon you pick them up. This will reduce the cost of any card you pick up, even if they don't have Retain. As well, going into Calm can help end a big turn.
deck focuses on keeping a thin deck with a way to defend yourself until you get the perfect turn to unleash a buffed attack hopefully killing anything in your way. It helps to get the card fairly early, but a lot of Wrath-based decks can include it efficiently.
- In order for this deck to work, you need as many ways of changing stances as possible. These cards are valuable due to their Retain and, when upgraded, changing stance for free. Gather as many cards as you can that allow you to change stance, particularly on the cheap end. If you can switch in and out of Calm for a cost of 2 or less, it's essentially free, meanwhile allowing you to play every Flurry of Blows
, you will want as many of these as possible, as you can return them all to your hand multiple times per turn. When Scrying, these can be discarded to draw your powerful cards more quickly, since they can easily be retrieved from the discard pile.
- This is a potential game winner, if connected to enough energy. This entire deck can be focused down to defending until you can produce a powerful enough Expunger, and then wiping the floor with that.
- Since most created cards retain, this card give you much more value from them.
The Watcher has a lot of cards that rely on the card before it, or the stance you are in, for extra effects. This can effectively create a "combo", in which, if played well, can lead to a card fulfilling the requirements of the next.
- This card is particularly useful as the start of a long string of combos, as it requires a Skill first to activate its secondary effect of adding vulnerability. Not only that, but it is also useful as a start of a combo because of the vulnerability that affects the enemy.
- This is effectively a 0 cost card for a reasonable amount of damage. Although it is only 1 damage than a simple "strike", it can still be used as a filler card between combo cards. Upgrading it would be very useful.
- The weakness inflicted by this card is not going to be useful if the enemy is not intending to attack, which it probably shouldn't be if you are stringing up for an attack combo. Which is why upgrading this is very important so that the weakness can carry on to the second turn.